Champions of the Realm 

(Nobility Sphere)

School transmutation; Level vicar 20; Sphere nobility

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CASTING                                                                                                                                                                                               


Casting Time 1 minute

Components V, S, DF

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EFFECT                                                                                                                                                                                                  


Range touch

Effect one or more creatures touched (see text)

Duration 1 hour/2 levels (see text)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

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DESCRIPTION                                                                                                                                                                                       


You channel the power of your deity to create a mystic connection between you and your allies that temporarily grant them powers similar to those of a cavalier. Each ally gains the cavalier’s mount, tactician, cavalier’s charge, and banner class features; gains immunity to fear, charm, and compulsion effects (ending any fear, charm, or compulsion effects currently affecting them); and can challenge once as a cavalier of 1/2 your caster level. They are also considered to belong to the Order of the Lion and gain all benefits of that order as a cavalier equal to 1/2 your caster level. Any abilities not used by the time the spell expires are lost. These benefits have no effect if the spell is cast on a cavalier.


In addition, all affected allies gain a +5 morale bonus on attack rolls, saves, and skill checks, a +5 deflection bonus to AC, and temporary hit points equal to your caster level (maximum 20). While the spell is in effect, some of the wounds of each ally are transferred to you. Allies take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage, while you take a number of hit points of damage each round equal to the number of allies affected by the spell. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected.


You can affect a number of allies equal to your Wisdom modifier, but you must divide the duration in 1 hour intervals among the allies touched. If any ally (including you) moves more than 60 feet from each other, the spell ends.